Field Position
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Objective: Score more points than the computer across four quarters. Touchdowns are worth 6 (plus a 1-point extra-point try), field goals are worth 3.
Each down, the Offense secretly picks a card from their hand to call a play — Run (Ace–4), Short Pass (5–8), or Long Pass (9–King) — while the Defense secretly picks a card to call their coverage the same way. Both cards flip at once. Where your card lands on the chart against theirs sets your odds of success. Hands reshuffle and redeal (7 cards each) at the start of every new first down.
If the cards exactly match in rank (e.g. a 7 against a 7), something special happens instead of a normal roll — a Sack, Fumble, or Interception depending on the play type (see below). Otherwise, two dice are rolled: the Penalty die and the Success die. Roll a 1 on the Penalty die and the down is wiped out by a flag — a card is drawn to see who's penalized and by how much. Otherwise, if the Success die lands within the chart's number for that matchup, the play succeeds and the Offense draws cards to determine yardage: 1 card for a Run, 2 for a Short Pass, 3 for a Long Pass. Any face card drawn is worth 10 yards and earns one more card.
The Run is the safest play you can call, for two reasons. It simply succeeds more often than a Short or Long Pass. And if the Defense reads it exactly right, the worst that happens is a Sack — you lose yardage but keep the ball. Read a Short Pass exactly right and it's a Fumble, a coin-flip for possession; read a Long Pass exactly right and it's an Interception, an automatic turnover. Throwing further downfield trades away some of that safety for a bigger payoff when the play connects.
Gain 10 yards within four downs for a fresh set of downs. Come up short on 4th down and possession flips over at that spot — unless you choose to punt (a Play Kick) or, from your opponent's half of the field, try a Field Goal. Reach the end zone for a Touchdown (6) and a chance at the extra point (1). After any score, the scoring team kicks off to the other side.
Each quarter runs on a simulated clock. When it expires, the down in progress finishes before play stops. Sides switch after the 1st and 3rd quarters; the third quarter reopens with a kickoff from whoever received the opening kick.
Enter a team name to play as, or leave it blank and you'll just be "You".
Call it in the air.
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Your current game will be lost.
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Online play needs both of you connected to the internet at the same time, and loads a small connection library from the web — it won't work fully offline.
Setting up…
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